FortressCraft Evolved

FortressCraft Evolved

steveman0's MS Access Port
44 Comments
isochronous 10 Feb, 2020 @ 7:46am 
Man, if I had a dollar for every "works on my box!" I've heard or said myself over the years...

Fair enough. It's not a big deal anyway.
steveman0  [author] 9 Feb, 2020 @ 6:44pm 
Don't know what to tell you. The clicks are atomic operations. If you have the power it should just work. The code for this hasn't changed in years.
isochronous 8 Feb, 2020 @ 10:30am 
Regarding the power thing, I'm not an idiot, man. It has full power, and I'm not clicking stacks. I can open the access panel, see it's got full power, then quickly and repeatedly ctrl-click one item to take out one at a time, and it'll still give me a "not enough power" error if I click fast enough. That's after taking out like 3 individual items.
steveman0  [author] 8 Feb, 2020 @ 7:39am 
The UI is using a very old library that may be conflicting with more recent additions to the main game library. I'd probably need to migrate to that to fully resolve it. As long as it isn't completely broken I probably don't have time to consider that however.

Clicking a big stack will quickly drain the entire power buffer. Depending on how you are powering it, you may actually be hitting the limit if you're not paying attention to your power source. If you need to move that much through it, best to attach to a MK4 PSB.

I don't do anything specific with the hotbar so odds are it's your other mod.
isochronous 7 Feb, 2020 @ 1:04pm 
Finally, things I pull out via the access port sometimes replace items on my hotbar... usually not much of a problem, but when it overwrites one or more of my aesthetic blocks that aren't actually in my inventory, it's a bit more of a pain, as then I've got to figure out what got overwritten, manually craft them, and reassign them every time it happens. I've yet to figure out a pattern to this, though, and it could be due to an interaction with the "extra hotbar" mod. I'd disable it to test, but I don't really want to lose my extra hotbar setup. I'm sure I can figure out how to back up those settings to test if you'd find it helpful, though.
isochronous 7 Feb, 2020 @ 1:03pm 
This is really useful, but I'm having a few small issues with it. One is that frequently, the first time I access an access port, the UI that opens up is halfway off the right side of the screen. Escaping out and re-opening it fixes the issue. Not a big problem, but I figured I'd mention it.

Occasionally I'll also get "not enough power!" errors when there is DEFINITELY enough power available. This is almost always when clicking on multiple items quickly in succession. I've gotten to where I click very slowly and deliberately when interacting with the access port.

steveman0  [author] 23 Jun, 2019 @ 7:35am 
Vici's mod is known to manipulate the mass storage system in a way that does not follow modding conventions. My port will not be compatible with it.
Dexy 23 Jun, 2019 @ 5:27am 
Ok, It's caused by Vicis Mod
https://gtm.steamproxy.vip/app/254200/discussions/1/364039531222189882/?ctp=6

But I don't know why
Dexy 23 Jun, 2019 @ 5:06am 
TomasVaner 9 Feb, 2018 @ 5:55am 
Oh, never mind. It was MK3 battery ;)
TomasVaner 8 Feb, 2018 @ 8:00pm 
I have an unknown material in the ingridients. I have already crafted overclocked crystal clock and I can see the in other recipies. How do I craft this one?
steveman0  [author] 3 Aug, 2017 @ 9:24am 
A taller window is far more work and I won't consider it. It was a pain as it was to get the wider window.
steveman0  [author] 3 Aug, 2017 @ 9:23am 
I don't have middle mouse scroll activated on this window? That's fairly trivial to add. I have it in my other mods. May have forgotten to port it here. I never bother with sorting because the intent was never for this to be the primary way to do things. It's supposed to be a backup when freight isn't suitable or available for a particular need yet.
Zoe-Anne 1 Aug, 2017 @ 9:40pm 
ps. Any chance of a taller window for the access port so more items can be shown without having to scroll as much? Don't start me on wanting to scroll the screen with the middle mouse button... =)
Zoe-Anne 1 Aug, 2017 @ 9:37pm 
Brilliant mod, absolutely love it! What would help considerably is saner sorting the different kinds of items. Assuming the names are the only info we have to help do this, calculating a frequency for every word in the names and then sorting by highest frequency word, then 2nd highest, and so on, regardless of word positions in the names. I see FCE is .Net based, I'd be happy to put together a proof of concept if interested? (assuming mods are also .Net based)
steveman0  [author] 4 Jul, 2017 @ 4:28pm 
It's already a requirement.
jlp1528 (Minty) 4 Jul, 2017 @ 1:39pm 
Overclocked crystal clocks being unknown is an easy fix in that you could add advanced crystal dynamics as a research requirement to the recipe. :)
Hooligan 29 May, 2017 @ 2:57am 
really appreciate your help Steveman0 :)
steveman0  [author] 4 May, 2017 @ 7:50am 
overclocked crystal maybe?
Hooligan 4 May, 2017 @ 6:12am 
i have never been able to use this as i always have a missing material? can someone list the materials required to craft please
KJIAD 5 Apr, 2017 @ 7:17pm 
I've noticed that mass storage crates are not very well sync'd, even with vanilla pure setups. Thanks for the effort though.
steveman0  [author] 5 Apr, 2017 @ 3:54pm 
Unfortunately it doesn't work as I'd hoped. I thought the back syncing of the player inventory would do the job but it doesn't seem to work. Certainly not well enough to get away with it. A fix for this will be dependent on fixing the mass storage crate syncing. That's very low on my list though... :(
steveman0  [author] 5 Apr, 2017 @ 3:26pm 
As I suspected I'm seeing a lot of "Register component that's already registered; state wrongFetchCenter" which is logging for mass storage for it not registering crates properly. I'm not sure what I can do about it with that. I might be able to let the server handle it entirely and let the client 'catch up' with a later update instead of having explicit syncing. I'll have to do some testing locally to see if that will work...
KJIAD 5 Apr, 2017 @ 2:24pm 
Oops, yes deposit mode. I'll provide my lastest output log, I may or may not have touch the access port during that time as I re-connect often.

https://drive.google.com/open?id=0B0qYKXWRzVISaWJkYjBsN3lJbDA
steveman0  [author] 4 Apr, 2017 @ 11:10pm 
You mean deposit mode is doing it? I can have a look at that. Probably a simple fix.

Issues with it not working on reconnect may be partly a vanilla issue. I know of some logging indicative of problems with it. I can take a look though.
KJIAD 4 Apr, 2017 @ 7:09pm 
Client connected to a non-dedicated host. Withdraw mode is causing item duplication, it will say the mass storage is full (it is not, there are plenty of unused stacks), but it will still place the item(s) into mass storage w/o taking them out of the player inventory.

If I build a new mass storage and place down the access port, it will work fine, until I reconnect or the host is restarted. Replacing the access port on an existing mass storage does not work.

Works correctly on the host.

Nothing shows up in the output log during the issue.
Munda 7 Mar, 2017 @ 4:44am 
I'm pretty tame when it comes to my mass storage. I basically just use it as a buffer for individual bar types between the smelters and the assembly lines. But this mod seems like it would be pretty nice to top up my inventory with bars instead of what I do now which involves breaking and replacing the MS blocks for any given bar.
steveman0  [author] 17 Jan, 2017 @ 8:18am 
I could potentially add sorting. I need to review the code to see how easy that be.
Tim2162286 16 Jan, 2017 @ 11:58pm 
Are there plans at this time to add any sorting functionality like there is forthe players inventory, or you just going to keep it alphabetical?
steveman0  [author] 16 Jan, 2017 @ 11:55pm 
The withdraw screen should automatically provide a scroll bar if there's more than fits on one page.
Tim2162286 16 Jan, 2017 @ 11:48pm 
Excelent mod, however is there any way to make the withdraw screen show more items, or even scroll the deposit screen so you can see all strored items? It is a little tedious to cycle through ever stored item locking at the block info in order to withdraw items that aren't on the main screen.
[CoFR]Kendrick 23 Oct, 2016 @ 12:51pm 
awesome job as always steve I absolutly love this one
Qtics 30 Aug, 2016 @ 1:33pm 
Perfect
steveman0  [author] 23 Aug, 2016 @ 10:58pm 
Yes, I'd love to fix the issues with the player inventory. The way that's all handled is rather silly. Most of the functions already exist so it might not be *that* much work. Maybe I'll look into it. I don't have a simple way to test and changes that I might try with that so it would be harder to get it to a polished enough state to say "hey you should put this in" like I did with the hoppers.
Timeslice 23 Aug, 2016 @ 10:29pm 
We love you steveman0! The new hoppers are awesome :)
Now if you could just teach DJArcas how to move items around all at once rather than only looking at one stack at a time... We shouldn't have to deposit items twice into a [storage] hopper just because the player inventory contains a stack of 25 and a stack of 75.
Timeslice 19 Aug, 2016 @ 6:15pm 
Darn :)
steveman0  [author] 19 Aug, 2016 @ 5:51pm 
Ahh, the check was bypassed by the UI code. Should be fixed now.
steveman0  [author] 19 Aug, 2016 @ 5:41pm 
Hmmm... I thoroughly tested that before... I double check the code.
Timeslice 19 Aug, 2016 @ 5:00pm 
You may want to change this so that it actually needs power to run... it's quite happy to keep processing with negative amounts of power. It literally is a storage chest right now.
steveman0  [author] 13 Aug, 2016 @ 11:14am 
Yep, when you can built quad MMs you should also be able to build it.
pew pew 13 Aug, 2016 @ 11:08am 
Oh multiple? That would explain it. I was confused because it showed up under advanced storage and I couldn't find it after researching. I see it now under crystal dynamics. Thanks for clearing that up.:tgrin:
steveman0  [author] 13 Aug, 2016 @ 9:53am 
The research station unlock of the recipe? There are multiple lab project requirements because I enforce all of the requirements of the quad MM.
pew pew 13 Aug, 2016 @ 9:34am 
Call me stupid but I did the research for this but I can't find it in recipes or in my manufacturing plant. All you other mods work fine for me.
The Fox 4 Aug, 2016 @ 7:55am 
sounds good will give it a try